WebGPUBindings.js 5.1 KB

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  1. class WebGPUBindings {
  2. constructor( device, info, properties, textures, pipelines, computePipelines, attributes, nodes ) {
  3. this.device = device;
  4. this.info = info;
  5. this.properties = properties;
  6. this.textures = textures;
  7. this.pipelines = pipelines;
  8. this.computePipelines = computePipelines;
  9. this.attributes = attributes;
  10. this.nodes = nodes;
  11. this.uniformsData = new WeakMap();
  12. this.updateMap = new WeakMap();
  13. }
  14. get( object ) {
  15. let data = this.uniformsData.get( object );
  16. if ( data === undefined ) {
  17. const pipeline = this.pipelines.get( object );
  18. // each material defines an array of bindings (ubos, textures, samplers etc.)
  19. const nodeBuilder = this.nodes.get( object );
  20. const bindings = nodeBuilder.getBindings();
  21. // setup (static) binding layout and (dynamic) binding group
  22. const bindLayout = pipeline.getBindGroupLayout( 0 );
  23. const bindGroup = this._createBindGroup( bindings, bindLayout );
  24. data = {
  25. layout: bindLayout,
  26. group: bindGroup,
  27. bindings: bindings
  28. };
  29. this.uniformsData.set( object, data );
  30. }
  31. return data;
  32. }
  33. getForCompute( param ) {
  34. let data = this.uniformsData.get( param );
  35. if ( data === undefined ) {
  36. const pipeline = this.computePipelines.get( param );
  37. const bindings = param.bindings !== undefined ? param.bindings.slice() : [];
  38. const bindLayout = pipeline.getBindGroupLayout( 0 );
  39. const bindGroup = this._createBindGroup( bindings, bindLayout );
  40. data = {
  41. layout: bindLayout,
  42. group: bindGroup,
  43. bindings: bindings
  44. };
  45. this.uniformsData.set( param, data );
  46. }
  47. return data;
  48. }
  49. update( object, camera ) {
  50. const textures = this.textures;
  51. const data = this.get( object );
  52. const bindings = data.bindings;
  53. const updateMap = this.updateMap;
  54. const frame = this.info.render.frame;
  55. let needsBindGroupRefresh = false;
  56. // iterate over all bindings and check if buffer updates or a new binding group is required
  57. for ( const binding of bindings ) {
  58. const isShared = binding.isShared;
  59. const isUpdated = updateMap.get( binding ) === frame;
  60. if ( isShared && isUpdated ) continue;
  61. if ( binding.isUniformsGroup ) {
  62. const array = binding.array;
  63. const bufferGPU = binding.bufferGPU;
  64. binding.onBeforeUpdate( object, camera );
  65. const needsBufferWrite = binding.update();
  66. if ( needsBufferWrite === true ) {
  67. this.device.queue.writeBuffer(
  68. bufferGPU,
  69. 0,
  70. array,
  71. 0
  72. );
  73. }
  74. } else if ( binding.isStorageBuffer ) {
  75. const attribute = binding.attribute;
  76. this.attributes.update( attribute, false, binding.usage );
  77. } else if ( binding.isSampler ) {
  78. const texture = binding.texture;
  79. textures.updateSampler( texture );
  80. const samplerGPU = textures.getSampler( texture );
  81. if ( binding.samplerGPU !== samplerGPU ) {
  82. binding.samplerGPU = samplerGPU;
  83. needsBindGroupRefresh = true;
  84. }
  85. } else if ( binding.isSampledTexture ) {
  86. const texture = binding.texture;
  87. const forceUpdate = textures.updateTexture( texture );
  88. const textureGPU = textures.getTextureGPU( texture );
  89. if ( binding.textureGPU !== textureGPU || forceUpdate === true ) {
  90. binding.textureGPU = textureGPU;
  91. needsBindGroupRefresh = true;
  92. }
  93. }
  94. updateMap.set( binding, frame );
  95. }
  96. if ( needsBindGroupRefresh === true ) {
  97. data.group = this._createBindGroup( bindings, data.layout );
  98. }
  99. }
  100. dispose() {
  101. this.uniformsData = new WeakMap();
  102. this.updateMap = new WeakMap();
  103. }
  104. _createBindGroup( bindings, layout ) {
  105. let bindingPoint = 0;
  106. const entries = [];
  107. for ( const binding of bindings ) {
  108. if ( binding.isUniformsGroup ) {
  109. if ( binding.bufferGPU === null ) {
  110. const byteLength = binding.getByteLength();
  111. binding.array = new Float32Array( new ArrayBuffer( byteLength ) );
  112. binding.bufferGPU = this.device.createBuffer( {
  113. size: byteLength,
  114. usage: binding.usage,
  115. } );
  116. }
  117. entries.push( { binding: bindingPoint, resource: { buffer: binding.bufferGPU } } );
  118. } else if ( binding.isStorageBuffer ) {
  119. if ( binding.bufferGPU === null ) {
  120. const attribute = binding.attribute;
  121. this.attributes.update( attribute, false, binding.usage );
  122. binding.bufferGPU = this.attributes.get( attribute ).buffer;
  123. }
  124. entries.push( { binding: bindingPoint, resource: { buffer: binding.bufferGPU } } );
  125. } else if ( binding.isSampler ) {
  126. if ( binding.samplerGPU === null ) {
  127. binding.samplerGPU = this.textures.getDefaultSampler();
  128. }
  129. entries.push( { binding: bindingPoint, resource: binding.samplerGPU } );
  130. } else if ( binding.isSampledTexture ) {
  131. if ( binding.textureGPU === null ) {
  132. if ( binding.isSampledCubeTexture ) {
  133. binding.textureGPU = this.textures.getDefaultCubeTexture();
  134. } else {
  135. binding.textureGPU = this.textures.getDefaultTexture();
  136. }
  137. }
  138. entries.push( { binding: bindingPoint, resource: binding.textureGPU.createView( { dimension: binding.dimension } ) } );
  139. }
  140. bindingPoint ++;
  141. }
  142. return this.device.createBindGroup( {
  143. layout: layout,
  144. entries: entries
  145. } );
  146. }
  147. }
  148. export default WebGPUBindings;